388 Results
[QUOTE=GiGaBiTe;51884350] I don't really recommend doing it because all of the sharp brush angles will get corrupted by the VMF format vomiting due to lack of decimal precision. Using displacements or a model would be the preferred method.[/QUOTE] I was gonna say this, beat m...
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[QUOTE=KingPommes;51859354]Did some final compiles :) Any suggestion on how to get rid of those "circles" where the light entities are sitting ?[/QUOTE] make the lights more constant as opposed to quadratic see [url]https://developer.valvesoftware.com/wiki/Constant-Linear-Q...
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I adjusted the colors and added a volcano. [IMG]http://i.imgur.com/0NgQQlG.png[/IMG] [img]http://i.imgur.com/I9rNTcC.png[/img]
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[QUOTE=03C0;51840844]Looks cool! I like the setting and layout. The colours and lighting are a bit of a let-down, though. It doesn't really have the warm, sunny feel that I would expect from a map like this. I would advise tweaking the sun, sky and water colour, and increasing...
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[QUOTE=ph:lxyz;51840517]This is looking nice. Might I suggest a second town on another island so that two factions can arise? That is - if the limits aren't being hit of course.[/QUOTE] I am pretty close to the brush limit but I still have room to add some more build...
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Do the buildings and shadows look better now? [img]http://i.imgur.com/CKklt2n.png[/img] [img]http://i.imgur.com/AuGJHrw.png[/img]
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[QUOTE=TurtleeyFP;51832039]That's too bad, have you tried splitting up the displacements and setting some to 128/256 light maps (like the underwater ones) so that others could be reduced? I'm not sure if they'd make a difference in that, but I forgot to link my palm tree mode...
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[QUOTE=GiGaBiTe;51831588]You may have to start by deleting huge portions of the map until the crashing stops and then slowly start adding the pieces back until you hit the area causing the trouble.[/QUOTE] The cordon tool would be helpful here.
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[QUOTE=TurtleeyFP;51829528]I would mess with the lighting to get more shadows and color and switch over to CSS textures for 90% of the village (already looks very similar to cs_italy) since they look really good by default [i]and[/i] it would shrink your download size, so peop...
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Added some half-timbers to the medieval-looking buildings to help break up the plain textures [img]http://i.imgur.com/K6fhA8w.png[/img] [img]http://i.imgur.com/Q156Fth.png[/img]
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[QUOTE=Altair_PT;51828329]How big will be the map? I've been working on a illusion to make the maps look bigger, its a bit of a hack, but for example I reduded the scale of Harbor2Ocean_NavalB1 to 0.5 and then fixed the textures and reduced the player size accordingly. Then ...
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[QUOTE=Altair_PT;51826941]Looking good on geometry, but you should really get new textures! [editline]15th February 2017[/editline] It looks too much like goldsrc...[/QUOTE] [QUOTE=LordTrilobite;51826984]I agree with Altair_PT. Looks pretty good so far but could defin...
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[url]https://www.youtube.com/watch?v=oL0cR5bZ8mY[/url]
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rp_puerto: Would a pirate town RP map be cool? Built-in day/night cycle, huge 3D skybox
brerben Level Design Thread
[B]rp_puerto[/B] How interested would the community be in a late-1600s Caribbean colonial/pirate town? Here are some screenshots. [B]Still a heavy work in progress. [/B] So far there are about 26 buildings, between 1 and 3 stories tall. There is a day/night cycle, 3D skybox, ...
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[QUOTE=waffles187;51820008]is it possible to join a bunch of models into one?[/QUOTE] yes with a modeling program
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(LUA) How do I make it so when a player walks "forward" with W, he goes left instead of forward?
brerben Developing Thread
I think this will do it, but I don't know how to use CMoveData: [b]SetMoveAngles[/b] [url]https://wiki.garrysmod.com/page/CMoveData/SetMoveAngles[/url]
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[QUOTE=waffles187;51796551][IMG]https://images.discordapp.net/.eJwNycsNwyAMANBdGADzSTDJNoggQ0ViBO6p6u7tu76Pes-uTlVFxjoBrrYyz0sv4ZmoaGKmXtJoS2e-IYmkXO_yyAJn0ccDwxFc3HYTLYLDiMZbj5sz_9yDhd6oSntIvwap7w8sBiMt.D9B17N-BYcqR8WTZzcMIfRNVEt0?width=720&height=405[/IMG] top and bottom pi...
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[QUOTE=Stroheim;51802528] [sp]And the abandonment of the seabase_alpha SEQUEL WITH THE FUNCTIONING SUBMARINES I AM STILL SAD ABOUT THAT[/sp][/QUOTE] I did eventually release that, but never finished it. It has the submarine: [URL="https://steamcommunity.com/sharedfiles/file...
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I'm asking this in Developer Discussion because you guys are probably more familiar with LUA than the mapping section. I noticed that SetAngles is a method under the Player class in LUA, and also happens to be the name of an input in Hammer Editor that you can use to change a...
brerben Developing Reply
Does SetEyeAngles exist as an input in Hammer Editor, as it does in LUA?
brerben Developing Thread
This has probably already been asked before but I tried searching to no avail. What things are necessary to be in a map that is to be used for RP (DarkRP, etc)? I know there needs to be a prison, houses/apartments, shops, mayor's office...is there anything I am missing? Als...
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RP Map Requirements? (DarkRP, etc)
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[QUOTE=frankvega;44302320]Hello guys,im new here. I have a question,I have a terrible bug on my map and I cant play with it,so How can I fix this ? [IMG]http://k38.kn3.net/0/B/B/0/8/3/B86.jpg[/IMG] I'll appreciate any help :)[/QUOTE]
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[QUOTE=Matt2468rv;43951215]Maybe you have the two switched around... Func_conveyor doesn't affect props, it only moves players. Trigger_push can't necessarily be used because it moves objects of different weights at different speeds. It isn't constant.[/QUOTE] oh sorry i...
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[QUOTE=Matt2468rv;43950463]Using a trigger_push isn't ideal because physics props of different weights move at different rates of speed.[/QUOTE] use both. just have the trigger_push only affect "Clients" in the entity flags, and the func_conveyor only affect props furthermo...
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Hammer already has an export to DXF function, which is a file format 3DS max can read
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there's nothing wrong with putting a hollow skybox-textured cube around the map. just make sure that it fits snugly around the map. that being said, if the map is exceptionally large, fill in the empty areas with func_visclusters so it doesn't take too long to compile
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[QUOTE=selfdestruk1;42072985]oh, sorry didn't realise there was one ^_^ Will do[/QUOTE] [url]http://www.youtube.com/watch?v=-CouO4tqxrg[/url]
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is that an MCOM station in the 5th pic?
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looks great, keep up the good work, i love fo:nv
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[QUOTE=selfdestruk1;42014727]Hi all I am having an issue with my custom texture appearing tiled and tiny in the map the first time the map is loaded. It subsequently works fine after that. It looks OK in Hammer (am mapping for ep2). Other players that load my map see the same...
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if you get bored working on one map, it's ok to start another one, because eventually, you will end up with so many custom assets spread out over so many different maps that you can eventually put them all together into one very awesome map
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so did you put the map you downloaded in the right folder?
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gm_atomic is a good, open expanse of a map
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Hmm, that is an interesting lighting problem. Maybe you have a leak in your map? Since you said you are a beginner mapper it's possible there is a leak. that's all i got for now. you can PM me your .vmf file and i could attempt to find the issue and fix it for you -brerben out
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I almost FLIPPED OUT when I went to work on my map and noticed my custom textures/models/assets were no longer in my mod directory. Just the thought of losing all that work accumulated over years of mapping almost made me cry lol. Thankfully I found this thread and realized t...
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how large is the map
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good quality map!
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here is a CSS map based off The Matrix (a movie). There is a scene in the movie where Neo fights Morpheus in a Dojo. The mapmaker included this same Dojo in his map. Here is the link: [URL]http://halflife2.filefront.com/file/;46865[/URL] [IMG]http://screenshots.filesnetwork....
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what is the water texture you are using.
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[QUOTE=SpeedyLizzard14;38267481]Wheel: Platforms (no they're not all named the same thing) *bunch of pics* It's still standing still.[/QUOTE] that's a damn shame. I just looked up func_rotating on the valve developer wiki and in the Discussion tab, people are saying that ...
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I just did this in like 5 minutes. Five func_rotatings, all going the same speed, with the platforms in reverse direction so that they always remain upright. Check the flag for "START ON" and "X AXIS" I even made a GIF out of it to show you it works: [img]http://www.sourcego...
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just make each platform a func_rotating and parent all four of them to the main spinning cross thingy (which should also be a func_rotating). next, make sure all five func_rotatings have the same angular velocity (speed) reverse the spinning direction of the four platforms so...
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[QUOTE=WitheredGryphon;38106337]You wouldn't need a trigger_multiple unless the door would re-lock itself after a certain amount of time or unless you wanted the player to lock it again. It would only need to be a trigger_once.[/QUOTE] true
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[QUOTE=themeatsword;38106081]I'm working on a house in Hammer and I was hoping someone could explain to me how I could create a key system for picking up physical keys in game and using them to advance through the house[/QUOTE] let's say you wanted to make a key that opens...
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[QUOTE=Vamp;37955019]*OK I just noticed the mapping question megathread, my fault for posting this. Delete if you need and I can ask in that thread.* Hey I'm sorry if this has been brought up before but I couldn't find anything on the internet about this; my custom skybox tex...
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[QUOTE=TheSmartass;37899014]I guess you could parent the physics prop to a much smaller func_physbox, seeing as parenting disables collisions. Just my two cents. [editline]lolhi[/editline] I just whipped this up quickly to show what I mean. [img]http://i.cubeupload.co...
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How to make a prop_physics NON-SOLID to all other props (including non-debris)???
brerben Level Design Thread
I already know how to make a [B]prop_dynamic[/B] non-solid to other props. I already know how to make a [B]prop_static[/B] non-solid to other props. I already know how to make a [B]func_physbox[/B] non-solid to other props. How in the world do you make a [B]prop_physics[/B] n...
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[QUOTE=HiddenMyst;36958818]What happens if, while it's already opening, you set the speed then tell it to open again? It might continue to open, but at the new speed. [editline]27th July 2012[/editline] That's a wild guess though.[/QUOTE] I'm on my phone and can't get on H...
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[QUOTE=bender180;37474197]Hi, i finished a map today with many custom models and materials but I've run into an issue i used pakrat to put all the custom materials and models in the bsp it worked fine in sigle player when i tested it but now that I've added it to my server but...
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[QUOTE=Freakrules;37474012]Well, I kind of solved the issue^^ I compiled all the models directly in /models and used for all folders and names of models and materials only lowercase letters (Lights.rad seems to have a weird sense of case-sensitivity). I have no still idea wh...
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[QUOTE=Freakrules;37447225]I made a cheap tree model, consisting out of flat elements, which refuses to cast Textureshadows correctly. -The modelname and -path is /models/Tree1final.mdl -The lights.rad contains "forcetextureshadow Tree1final.mdl" -$light.exe is running "-stati...
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[QUOTE=theraineydaze;37393912]Ok so I just tried it and its stuck on the message. ZipLFH signature incorrect What I'm specifically trying to do is, there's a mod called The Stanley Parable and I wanted to get some of the narration sound files that's pop up as you play the ga...
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[QUOTE=VIOLATION_SNG;37340246]Soon you will learn how much of a bitch we can all be when you aren't polite.[/QUOTE] oh the irony
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[QUOTE=Stiffy360;35114485]not exactly a remake but yeah, all the textures are from MBU[/QUOTE] Edit: i'd try Sergeant Stacker's idea first, and if that doesn't work, try re-saving the VTFs for the skybox using a different compression mode
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make a simple room. make each wall (and ceiling) func_movelinear. when you walk into the room, have something trigger the walls to slowly come together, making the room "shrink". the only way you can escape is if you break a hole in a special spot on the floor and jump down it
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[QUOTE=mvr;34924757]Looking for this map called pl_youtube_poop_b3If any still has it then can you upload it?[/QUOTE] can't find it for you bro, sorry
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[QUOTE=billi999;34837503]Alright, before I get into this I want to ask that you don't flame me for not posting about these in the question thread. I did, and either the posts were ignored or no one could help. Going from past experiences, I've had much more success with gettin...
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[QUOTE=killer89]having shitload of func_details will eventually end up on reaching the t-junction limit. [/QUOTE] yea, it's ok to have a bunch of func_details, but beware of this
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[QUOTE=sirdownloadsalot;32330124]Scout wants to be a real boy.[/QUOTE] lol yea the shadows on his arms make him look like he's made out of wood, like a wooden puppet good call
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[QUOTE=Batnutz;31455488]My first map was all these walls and buttons... I felt sooooo proud, until I posted on here, then I felt crap. Now looking back at it though, I start wondering what on earth I was thinking when I made that. Anyway, here are the pictures, uh, you might...
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is it inside the water volume? or any brush of some sort? "Entity sky_camera [b]in solid volume[/b]"
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[QUOTE=Zaburan;31415963]Thanks, I'll check it out. Is there a way to download them?[/QUOTE] ummm...right click picture>>save image as?
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I can't be assed to upload my textures right now, but here is a site for some really awesome nature/raw material textures: [url]http://www.artemides.org/artemis/recourses/seamless%20textures/AmbientLight%20Multi%20Texture%20Collection/[/url]
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see thread >> [URL]http://www.facepunch.com/threads/1094076-Why-it-s-annoying-to-see-people-berating-others-to-post-in-the-quot-Question-Megathread-quot?highlight[/URL]=
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[quote="Mr.Combine[ITA]"]No, these animations are made for that model only, I'll release models when i'll finish the map: I'll make two packets 1- Models with their textures 2- Map with textures and sounds[/quote] mr. combine, did you see my post above? send me the Dio...
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[quote="Mr.Combine[ITA]"]Oh i forgot! Join in the official Steam Gruop: [url]http://steamcommunity.com/groups/Rapturemap[/url][/quote] hey, I will clean up that sign texture you showed me, if you e-mail it to me. I think it was the Dionysus Park sign?
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well, your graphics card is about 7 years old. so, unfortunately, it could be your outdated hardware causing the crashes (the hardware can't keep the large amounts of hammer memory free of errors)sorry you can't upgrade, but that's my opinion
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see this thread: "road paint texture reflection" - [url]http://www.facepunch.com/threads/1101696-Road-Paint-Texture[/url]
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Do you have Episode 2 mounted on gmod?
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whatever you say :)
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[QUOTE=sphinxa279;31194717]You also think your underwater sand textures look great :v:[/QUOTE] you give awful criticism and think you are the mapping god of this forum, yet have no maps to show for it
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i think the waterfall looks great, i don't see what everyone's problem is
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nice job. now make a bunch of different styles and you got yourself a western town!
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[QUOTE=glitchvid;30926098]No, go into militia, If they needed to be manually placed than I doubt there would so freaking many (that SWAY and use tri setup model) out there. [thumb]http://static.redcityreloaded.com/files/1/public/cs_militia0003.png[/thumb] that's way outside of...
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There are detail [b]sprites[/b] that can be randomly generated on a displacement, and then there are detail [b]models[/b]. if i'm not mistaken, only detail models have the ability to "sway"
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[QUOTE=Firegod522;30893245]Its not a bug. Why waste visibility by using the projected textures on detail sprites. Many times they would just get in the way because of how tall they are. Also the shadows would look like shit.[/QUOTE] what do you mean "why waste visibility" ??...
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Detail sprites do not receive light from the flashlight, even though there is a vmt command called "$receiveflashlight". it's a bug in the engine...i've had this problem before and researched it for days
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[QUOTE=_XIII_;30800472]so im making a train map and i need help with the switches or points or w/e you want to call them, whats the best way to make them work? i have had a look at the map gm_wireconstruct_rc, but when i tryed to recreate it it did not work, halp D: ill gi...
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[QUOTE=bohb;30775363]Portals are created on the X/Y plane and are infinitely high, unless obstructed by world geometry. If you create a 1024x1024x1024 room exactly on portal boundaries, it will only have one portal for the room. If you extend the ceiling to make the room 1024x...
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The terrain looks JUST like the 2nd level in Halo 1
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I use it in all my maps. most importantly when I have a very high map ceiling where there is lots of just empty "air".
brerben Level Design Reply
Bad surface extents point: 551.205444 -744.239868 -580.000000 Bad surface extents point: 242.265213 -928.000122 -580.000000 Bad surface extents point: -223.999725 -597.701233 -580.000000 Bad surface extents point: 84.941139 -413.938629 -580.000000 Bad surface extents - surface...
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what ConArtist said is very clever actually....thanks
brerben Level Design Reply
Let's say you have a little prop or a func_physbox, and you want the player to pick it up put it on a bookcase in your map. You want the prop to "snap into place" when the player puts it near its destination. Also, something will happen when the player puts the prop on the boo...
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If you don't mind paying about $8 for it, there is a program called "PingFu UDP" that I use to get around firewalls and what-not. It works every time. You just launch Steam through Pingfu UDP's application launcher and say good-bye to university firewalls. It works at my Univ...
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[QUOTE=Beanz;30324847]that's awesome. i was waiting for you to win and it'd spew out particle effect money :v: are those ash trays on the side of it?[/QUOTE] there is a possibility of winning with the combination $-$-$ particle effect money? hmmm......good idea and yeah i...
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[QUOTE='Mr.Combine[ITA];30277394']I need someone who can create animations for Slot Machines[/QUOTE] I sent you an E-mail, here is a video of what I was able to do with the slot machine: [media]http://www.youtube.com/watch?v=7i8y0MCRY04[/media]
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[QUOTE='Mr.Combine[ITA];30277394']I need someone who can create animations for Slot Machines[/QUOTE] Send me a P.M. on here. I can do this for you.
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[QUOTE=Luke-N;30266515]Hi, is there any way I can make the Vertex Tool on one brush follow the origins of another brush on the same angle? Instead of just following each square on the grid? Thanks in advance.[/QUOTE] I understand what you're asking, now that you posted that...
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[QUOTE=Firegod522;30251444]Would still be missed.[/QUOTE] I would blame that on the mapping subforums now being located at the bottom of the damn page...took me a month or two to realize the "Releases" subforum wasn't removed, just placed at the bottom Why else do 99% of ot...
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haha Mr. Combine, my boy, your mapping skill has gotten quite good over the last year!
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[QUOTE=rctdude2;30207780]I'd like to make a fretta map for Escape the Mingebag, but I need to know if mapping fretta maps is any different from making regular maps. If so, is there anything I should know? I already know how to make regular maps (I made gm_miniflatgrass, though...
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[QUOTE=IronPhoenix;30201591]Exactly. Thealmightlol has posted 4 help threads in as many days. [url]http://www.facepunch.com/threads/1093318-How-do-you-find-an-exact-brush[/url] That thread was a response to someone telling him to find the brush and fix/delete it in another ...
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I think having a Question Megathread is a good thing, but the constant "You should have posted this in the question megathread" is getting a bit annoying. People don't have to post in the Question Megathread if they don't want to, and you are just cluttering up the very forum ...
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Why it's annoying to see people berating others to post in the "Question Megathread"
brerben Level Design Thread
I use env_soundscape_triggerable's in my maps to achieve exactly what you are describing. You can see an example of it in my gm_adventurers map (go to the Library and pull the "HARD RAIN" book off the shelf, and it will start raining. Walk around the building, and you will onl...
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